From the course: ZBrush: Tips and Tricks

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Workflow for gaming

Workflow for gaming

- [Instructor] Exporting your assets from ZBrush for games isn't a direct export, as these assets needs to be worked on and prepped in other programs before being game-ready. The workflow typically follows something that looks like this. The asset is first created in a DCC or ZBrush, and in most cases, we don't worry too much about topology in their creation process. Then the asset is taken from a DCC or other tools to retopologize. ZBrush does include a few tools to properly retopologize the mesh, but aren't ideals for game-ready assets. For example, you'll use Quad Draw in Maya to retopologize the mesh properly. Then with your retopologized mesh, you'll create UV maps so the asset is ready to be textured in your program of choice. Typically the next step can be accomplished directly into program you've retopologized, such as Maya, or can be taken into a program like Substance Painter, which is what I use. Then all your…

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